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Ravenloft Player's Handbook
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<blockquote data-quote="Joël of the FoS" data-source="post: 2467579" data-attributes="member: 17665"><p>A word to word 3.5 reprint of the Ravenloft Third edition book (see that review), the Ravenloft Players Handbook contains some highly controversial new rules: </p><p></p><p>The Magic Rating system (p 26-31). I don't get it. First, it seems complicated to use, and anyway the rationale behind it escapes me … In a MR 0 domain, people believe in science instead of magic, so spells takes three times the normal time to learn, study and cast, because "the lack of belief in magic espoused by the land's inhabitant" ? Since when in D&D does the populace belief has a link to magic's effectiveness where they live ? An option I will not use.</p><p></p><p>The new 'weakness' section for the core classes (p 48-52). Fighting classes (fighters, rangers, rogues and monks) have to make a Powers Check for advancing to a new level, because of the violent way of that class in combat. I feel it goes against what the powers checks are intended for - a warning to PC committing evil actions knowingly, so they unjustly punish player. An option I will never use for PCs, but perhaps for NPCs, to simulate the appeal of darkness on these while they got to the level they are.</p><p></p><p>The wizard's 'weakness' is to have a power check for learning a new spell of evocation, enchantment and evocation (*lol* at power check for learning 'Tenser's floating disk' as someone pointed out). Same comment - an option I will not use. Players playing a wizards should make a power check for their evil acts, not for learning tools of his class, even necromantic. I will mock the NRA by using one of their false statement in our world, but true in the D&D logic - guns do not kill, evil people do. It's not the spell you have in your spellbook, it's what you do with it.</p><p></p><p>The new weakness for druids is even stranger: within a 20-mile radius of a sinkhole of evil, there is a chance that the land is tainted and incite a druid to commit evil actions (and then make a powers check - making a powers check for being 'compelled' to do evil ?). It doesn't work with the small Forlorn domain and Castle Tristenoira's heavy sinkhole of evil … Anyway, after two failed check, his/her alignment turns to evil ? Please ! And the % of this happening seem quite high anyway …</p><p></p><p>The updated Witch-hunter (from SotDR) prestige class is now the more generic 'Monster Hunter'. These are specialty classes that focus on one specific group of creatures (either beasts, or demons, ghosts, corporeal undead, or witch/hags). Well made.</p><p></p><p>There are a few new spells (p 117-120) - mostly 3e conversions from 2nd edition DoDread, IIRC.</p><p></p><p>The book is of course great, as it is a 3.5 reprint of the Ravenloft Third Edition book, but the new optional rules are odd to say the least.</p></blockquote><p></p>
[QUOTE="Joël of the FoS, post: 2467579, member: 17665"] A word to word 3.5 reprint of the Ravenloft Third edition book (see that review), the Ravenloft Players Handbook contains some highly controversial new rules: The Magic Rating system (p 26-31). I don't get it. First, it seems complicated to use, and anyway the rationale behind it escapes me … In a MR 0 domain, people believe in science instead of magic, so spells takes three times the normal time to learn, study and cast, because "the lack of belief in magic espoused by the land's inhabitant" ? Since when in D&D does the populace belief has a link to magic's effectiveness where they live ? An option I will not use. The new 'weakness' section for the core classes (p 48-52). Fighting classes (fighters, rangers, rogues and monks) have to make a Powers Check for advancing to a new level, because of the violent way of that class in combat. I feel it goes against what the powers checks are intended for - a warning to PC committing evil actions knowingly, so they unjustly punish player. An option I will never use for PCs, but perhaps for NPCs, to simulate the appeal of darkness on these while they got to the level they are. The wizard's 'weakness' is to have a power check for learning a new spell of evocation, enchantment and evocation (*lol* at power check for learning 'Tenser's floating disk' as someone pointed out). Same comment - an option I will not use. Players playing a wizards should make a power check for their evil acts, not for learning tools of his class, even necromantic. I will mock the NRA by using one of their false statement in our world, but true in the D&D logic - guns do not kill, evil people do. It's not the spell you have in your spellbook, it's what you do with it. The new weakness for druids is even stranger: within a 20-mile radius of a sinkhole of evil, there is a chance that the land is tainted and incite a druid to commit evil actions (and then make a powers check - making a powers check for being 'compelled' to do evil ?). It doesn't work with the small Forlorn domain and Castle Tristenoira's heavy sinkhole of evil … Anyway, after two failed check, his/her alignment turns to evil ? Please ! And the % of this happening seem quite high anyway … The updated Witch-hunter (from SotDR) prestige class is now the more generic 'Monster Hunter'. These are specialty classes that focus on one specific group of creatures (either beasts, or demons, ghosts, corporeal undead, or witch/hags). Well made. There are a few new spells (p 117-120) - mostly 3e conversions from 2nd edition DoDread, IIRC. The book is of course great, as it is a 3.5 reprint of the Ravenloft Third Edition book, but the new optional rules are odd to say the least. [/QUOTE]
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